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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><link rel="stylesheet" href="dmdoc.css"><title>/area - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="area.html#var">Var Details</a> - <a href="area.html#proc">Proc Details</a></header><main><h1>area <aside>/<a href="area.html">area</a></aside><aside> inherits /<a href="atom.html">atom</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L1"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="area.html#var/air_alarms">air_alarms</a></th><td>The air alarms present in this area.</td></tr><tr><th><a href="area.html#var/airlock_wires">airlock_wires</a></th><td>Wire assignment for airlocks in this area</td></tr><tr><th><a href="area.html#var/always_unpowered">always_unpowered</a></th><td>If TRUE, machines that require power in this area will never be powered</td></tr><tr><th><a href="area.html#var/apc">apc</a></th><td>All APCs currently constructed in this area</td></tr><tr><th><a href="area.html#var/apc_starts_off">apc_starts_off</a></th><td>If TRUE, the local powernet in this area will have all its power channels switched off</td></tr><tr><th><a href="area.html#var/atmos_cam_network">atmos_cam_network</a></th><td>Atmosphere alarm camera network</td></tr><tr><th><a href="area.html#var/can_get_auto_cryod">can_get_auto_cryod</a></th><td>Do we despawn the person in this area? Pretty much just used in security areas that aren't permabrig</td></tr><tr><th><a href="area.html#var/fast_despawn">fast_despawn</a></th><td>Do we quickly despawn the person in this area? Pretty much just used in permabrig</td></tr><tr><th><a href="area.html#var/fire_cam_network">fire_cam_network</a></th><td>Fire alarm camera network</td></tr><tr><th><a href="area.html#var/firealarm_sound_stop_timer">firealarm_sound_stop_timer</a></th><td>Timer to stop ongoing fire alarm sounds</td></tr><tr><th><a href="area.html#var/global_uid">global_uid</a></th><td>Static var that is incremented when the UID of a area is being assigned.</td></tr><tr><th><a href="area.html#var/hide_attacklogs">hide_attacklogs</a></th><td>For areas such as thunderdome which generate a lot of spammy attacklogs. Reduces log priority.</td></tr><tr><th><a href="area.html#var/is_haunted">is_haunted</a></th><td>"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.</td></tr><tr><th><a href="area.html#var/lightswitch">lightswitch</a></th><td>Is the lightswitch in this area on? Controls whether or not lights are on and off</td></tr><tr><th><a href="area.html#var/map_name">map_name</a></th><td>Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.</td></tr><tr><th><a href="area.html#var/max_ambience_cooldown">max_ambience_cooldown</a></th><td>Used to decide what the maximum time between ambience is</td></tr><tr><th><a href="area.html#var/min_ambience_cooldown">min_ambience_cooldown</a></th><td>Used to decide what the minimum time between ambience is</td></tr><tr><th><a href="area.html#var/moving">moving</a></th><td>Is a shuttle moving to our area?</td></tr><tr><th><a href="area.html#var/parallax_move_direction">parallax_move_direction</a></th><td>Handles the direction parallax will be moved in. References</td></tr><tr><th><a href="area.html#var/power_cam_network">power_cam_network</a></th><td>Power alarm camera network</td></tr><tr><th><a href="area.html#var/powernet">powernet</a></th><td>The local powernet of this area, this is where all machine/apc/object power related operations are handled</td></tr><tr><th><a href="area.html#var/request_console_announces">request_console_announces</a></th><td>Whether request consoles in this area can send announcements.</td></tr><tr><th><a href="area.html#var/request_console_flags">request_console_flags</a></th><td>The flags applied to request consoles spawned in this area.
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See <a href="code/__DEFINES/machines.html#define/RC_ASSIST" title="RC_ASSIST">RC_ASSIST</a>, <a href="code/__DEFINES/machines.html#define/RC_SUPPLY" title="RC_SUPPLY">RC_SUPPLY</a>, <a href="code/__DEFINES/machines.html#define/RC_INFO" title="RC_INFO">RC_INFO</a>.</td></tr><tr><th><a href="area.html#var/request_console_name">request_console_name</a></th><td>The name for any spawned request consoles. Defaults to the area name.</td></tr><tr><th><a href="area.html#var/requires_power">requires_power</a></th><td>If TRUE, this area's local powernet will require power to properly operate machines</td></tr><tr><th><a href="area.html#var/scrubbers">scrubbers</a></th><td>The list of scrubbers in our area.</td></tr><tr><th><a href="area.html#var/sound_environment">sound_environment</a></th><td>Used to decide what kind of reverb the area makes sound have</td></tr><tr><th><a href="area.html#var/turret_controls">turret_controls</a></th><td>Turrets use this list to see if individual power/lethal settings are allowed. Contains the /obj/machinery/turretid for this area</td></tr><tr><th><a href="area.html#var/valid_territory">valid_territory</a></th><td>used for cult summoning areas on station zlevel</td></tr><tr><th><a href="area.html#var/vents">vents</a></th><td>The list of vents in our area.</td></tr><tr><th><a href="area.html#var/window_tint">window_tint</a></th><td>Is the window tint control in this area on? Controls whether electrochromic windows and doors are tinted or not</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="area.html#proc/ModifyFiredoors">ModifyFiredoors</a></th><td>Try to close all the firedoors in the area</td></tr><tr><th><a href="area.html#proc/atmosalert">atmosalert</a></th><td>Generate an atmospheric alert for this area</td></tr><tr><th><a href="area.html#proc/burglaralert">burglaralert</a></th><td>Raise a burglar alert for this area</td></tr><tr><th><a href="area.html#proc/close_and_lock_door">close_and_lock_door</a></th><td>Close and lock a door passed into this proc</td></tr><tr><th><a href="area.html#proc/firealert">firealert</a></th><td>Generate a firealarm alert for this area</td></tr><tr><th><a href="area.html#proc/firereset">firereset</a></th><td>Reset the firealarm alert for this area</td></tr><tr><th><a href="area.html#proc/get_top_parent_type">get_top_parent_type</a></th><td>Returns highest area type in the hirarchy of a given ruin or /area/station if it is given a station area.
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For an example the top parent of area/ruin/space/bar/backroom is area/ruin/space/bar</td></tr><tr><th><a href="area.html#proc/poweralert">poweralert</a></th><td>Generate a power alert for this area</td></tr><tr><th><a href="area.html#proc/process">process</a></th><td>If 100 ticks has elapsed, toggle all the firedoors closed again</td></tr><tr><th><a href="area.html#proc/set_fire_alarm_effect">set_fire_alarm_effect</a></th><td>Trigger the fire alarm visual affects in an area</td></tr><tr><th><a href="area.html#proc/unset_fire_alarm_effects">unset_fire_alarm_effects</a></th><td>unset the fire alarm visual affects in an area</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/air_alarms"><aside class="declaration">var </aside>air_alarms <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L67"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 67"></a></h3><p>The air alarms present in this area.</p><h3 id="var/airlock_wires"><aside class="declaration">var </aside>airlock_wires <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L97"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 97"></a></h3><p>Wire assignment for airlocks in this area</p><h3 id="var/always_unpowered"><aside class="declaration">var </aside>always_unpowered <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L30"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 30"></a></h3><p>If TRUE, machines that require power in this area will never be powered</p><h3 id="var/apc"><aside class="declaration">var </aside>apc <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L34"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 34"></a></h3><p>All APCs currently constructed in this area</p><h3 id="var/apc_starts_off"><aside class="declaration">var </aside>apc_starts_off <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L26"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 26"></a></h3><p>If TRUE, the local powernet in this area will have all its power channels switched off</p><h3 id="var/atmos_cam_network"><aside class="declaration">var </aside>atmos_cam_network <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L111"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 111"></a></h3><p>Atmosphere alarm camera network</p><h3 id="var/can_get_auto_cryod"><aside class="declaration">var </aside>can_get_auto_cryod <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L76"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 76"></a></h3><p>Do we despawn the person in this area? Pretty much just used in security areas that aren't permabrig</p><h3 id="var/fast_despawn"><aside class="declaration">var </aside>fast_despawn <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L74"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 74"></a></h3><p>Do we quickly despawn the person in this area? Pretty much just used in permabrig</p><h3 id="var/fire_cam_network"><aside class="declaration">var </aside>fire_cam_network <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L107"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 107"></a></h3><p>Fire alarm camera network</p><h3 id="var/firealarm_sound_stop_timer"><aside class="declaration">var </aside>firealarm_sound_stop_timer <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L65"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 65"></a></h3><p>Timer to stop ongoing fire alarm sounds</p><h3 id="var/global_uid"><aside class="declaration">var </aside>global_uid <aside>– /static</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L54"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 54"></a></h3><p>Static var that is incremented when the UID of a area is being assigned.</p><h3 id="var/hide_attacklogs"><aside class="declaration">var </aside>hide_attacklogs <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L78"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 78"></a></h3><p>For areas such as thunderdome which generate a lot of spammy attacklogs. Reduces log priority.</p><h3 id="var/is_haunted"><aside class="declaration">var </aside>is_haunted <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L84"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 84"></a></h3><p>"Haunted" areas such as the morgue and chapel are easier to boo. Because flavor.</p><h3 id="var/lightswitch"><aside class="declaration">var </aside>lightswitch <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L22"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 22"></a></h3><p>Is the lightswitch in this area on? Controls whether or not lights are on and off</p><h3 id="var/map_name"><aside class="declaration">var </aside>map_name <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L20"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 20"></a></h3><p>Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.</p><h3 id="var/max_ambience_cooldown"><aside class="declaration">var </aside>max_ambience_cooldown <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L91"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 91"></a></h3><p>Used to decide what the maximum time between ambience is</p><h3 id="var/min_ambience_cooldown"><aside class="declaration">var </aside>min_ambience_cooldown <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L89"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 89"></a></h3><p>Used to decide what the minimum time between ambience is</p><h3 id="var/moving"><aside class="declaration">var </aside>moving <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L82"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 82"></a></h3><p>Is a shuttle moving to our area?</p><h3 id="var/parallax_move_direction"><aside class="declaration">var </aside>parallax_move_direction <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L80"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 80"></a></h3><p>Handles the direction parallax will be moved in. References</p><h3 id="var/power_cam_network"><aside class="declaration">var </aside>power_cam_network <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L109"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 109"></a></h3><p>Power alarm camera network</p><h3 id="var/powernet"><aside class="declaration">var </aside>powernet <aside>– /<a href="datum.html">datum</a>/<a href="datum/local_powernet.html">local_powernet</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L32"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 32"></a></h3><p>The local powernet of this area, this is where all machine/apc/object power related operations are handled</p><h3 id="var/request_console_announces"><aside class="declaration">var </aside>request_console_announces <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L105"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 105"></a></h3><p>Whether request consoles in this area can send announcements.</p><h3 id="var/request_console_flags"><aside class="declaration">var </aside>request_console_flags <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L101"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 101"></a></h3><p>The flags applied to request consoles spawned in this area.
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See <a href="code/__DEFINES/machines.html#define/RC_ASSIST" title="RC_ASSIST">RC_ASSIST</a>, <a href="code/__DEFINES/machines.html#define/RC_SUPPLY" title="RC_SUPPLY">RC_SUPPLY</a>, <a href="code/__DEFINES/machines.html#define/RC_INFO" title="RC_INFO">RC_INFO</a>.</p><h3 id="var/request_console_name"><aside class="declaration">var </aside>request_console_name <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L103"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 103"></a></h3><p>The name for any spawned request consoles. Defaults to the area name.</p><h3 id="var/requires_power"><aside class="declaration">var </aside>requires_power <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L28"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 28"></a></h3><p>If TRUE, this area's local powernet will require power to properly operate machines</p><h3 id="var/scrubbers"><aside class="declaration">var </aside>scrubbers <aside>– /list/<a href="obj.html">obj</a>/<a href="obj/machinery.html">machinery</a>/<a href="obj/machinery/atmospherics.html">atmospherics</a>/<a href="obj/machinery/atmospherics/unary.html">unary</a>/vent_scrubber</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L71"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 71"></a></h3><p>The list of scrubbers in our area.</p><h3 id="var/sound_environment"><aside class="declaration">var </aside>sound_environment <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L86"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 86"></a></h3><p>Used to decide what kind of reverb the area makes sound have</p><h3 id="var/turret_controls"><aside class="declaration">var </aside>turret_controls <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L94"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 94"></a></h3><p>Turrets use this list to see if individual power/lethal settings are allowed. Contains the /obj/machinery/turretid for this area</p><h3 id="var/valid_territory"><aside class="declaration">var </aside>valid_territory <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L18"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 18"></a></h3><p>used for cult summoning areas on station zlevel</p><h3 id="var/vents"><aside class="declaration">var </aside>vents <aside>– /list/<a href="obj.html">obj</a>/<a href="obj/machinery.html">machinery</a>/<a href="obj/machinery/atmospherics.html">atmospherics</a>/<a href="obj/machinery/atmospherics/unary.html">unary</a>/<a href="obj/machinery/atmospherics/unary/vent_pump.html">vent_pump</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L69"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 69"></a></h3><p>The list of vents in our area.</p><h3 id="var/window_tint"><aside class="declaration">var </aside>window_tint <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L24"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 24"></a></h3><p>Is the window tint control in this area on? Controls whether electrochromic windows and doors are tinted or not</p><h2 id="proc">Proc Details</h2><h3 id="proc/ModifyFiredoors"><aside class="declaration">proc </aside>ModifyFiredoors<aside>(opening) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L293"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 293"></a></aside></h3><p>Try to close all the firedoors in the area</p><h3 id="proc/atmosalert"><aside class="declaration">proc </aside>atmosalert<aside>(danger_level, /<a href="obj.html">obj</a>/source) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L266"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 266"></a></aside></h3><p>Generate an atmospheric alert for this area</p>
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<p>Sends to all ai players, alert consoles, drones and alarm monitor programs in the world</p><h3 id="proc/burglaralert"><aside class="declaration">proc </aside>burglaralert<aside>(/<a href="obj.html">obj</a>/trigger) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L421"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 421"></a></aside></h3><p>Raise a burglar alert for this area</p>
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<p>Close and locks all doors in the area and alerts silicon mobs of a break in</p>
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<p>Alarm auto resets after 600 ticks</p><h3 id="proc/close_and_lock_door"><aside class="declaration">proc </aside>close_and_lock_door<aside>(/<a href="obj.html">obj</a>/<a href="obj/machinery.html">machinery</a>/<a href="obj/machinery/door.html">door</a>/DOOR) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L408"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 408"></a></aside></h3><p>Close and lock a door passed into this proc</p>
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<p>Does this need to exist on area? probably not</p><h3 id="proc/firealert"><aside class="declaration">proc </aside>firealert<aside>(/<a href="obj.html">obj</a>/source) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L337"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 337"></a></aside></h3><p>Generate a firealarm alert for this area</p>
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<p>Sends to all ai players, alert consoles, drones and alarm monitor programs in the world</p>
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<p>Also starts the area processing on SSobj</p><h3 id="proc/firereset"><aside class="declaration">proc </aside>firereset<aside>(/<a href="obj.html">obj</a>/source) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L378"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 378"></a></aside></h3><p>Reset the firealarm alert for this area</p>
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<p>resets the alert sent to all ai players, alert consoles, drones and alarm monitor programs
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in the world</p>
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<p>Also cycles the icons of all firealarms and deregisters the area from processing on SSOBJ</p><h3 id="proc/get_top_parent_type"><aside class="declaration">proc </aside>get_top_parent_type<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L583"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 583"></a></aside></h3><p>Returns highest area type in the hirarchy of a given ruin or /area/station if it is given a station area.
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For an example the top parent of area/ruin/space/bar/backroom is area/ruin/space/bar</p><h3 id="proc/poweralert"><aside class="declaration">proc </aside>poweralert<aside>(state, /<a href="obj.html">obj</a>/source) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L242"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 242"></a></aside></h3><p>Generate a power alert for this area</p>
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<p>Sends to all ai players, alert consoles, drones and alarm monitor programs in the world</p><h3 id="proc/process">process<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L399"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 399"></a></aside></h3><p>If 100 ticks has elapsed, toggle all the firedoors closed again</p><h3 id="proc/set_fire_alarm_effect"><aside class="declaration">proc </aside>set_fire_alarm_effect<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L440"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 440"></a></aside></h3><p>Trigger the fire alarm visual affects in an area</p>
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<p>Updates the fire light on fire alarms in the area and sets all lights to emergency mode</p><h3 id="proc/unset_fire_alarm_effects"><aside class="declaration">proc </aside>unset_fire_alarm_effects<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/area/areas.dm#L453"><img src="git.png" width="16" height="16" title="code/game/area/areas.dm 453"></a></aside></h3><p>unset the fire alarm visual affects in an area</p></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html> |